Extended Mechanics
Contents
What are Extended Mechanics?
This page contains the "extended mechanics" of Avalore. These are the mechanics you won't often run into in most events, and can be opted out by DMs and players via consent to keep things simpler. You do not need to know these off by heart to get started in Avalore!
Stealth Mechanics
When an action is used to Conceal, a DEX: Stealth is rolled (with a -3 penalty if in plain view) to conceal your next action. For example, the first action of a turn may be to Conceal, with the second action to then use a Lockpick while concealed. A concealed action is unperceived unless otherwise specified.
- On a failure (less than 10): The action is not concealed at all; DMs and other players should react as if you were doing the following action normally.
- On a mixed success (10-12): Those within Skirmishing range can make a free INT: Perception check to detect it; if they fail or roll a mixed success equal to or lower than yours, the action is Concealed to them.
- On a success (13+): Your action is Concealed and you perform it stealthily.
When an action is used to Hide, a DEX: Stealth is rolled to hide yourself behind or within cover. You cannot hide if there is no reasonable place to do so. Examples of suitable scenarios include hiding behind a wall, within a bush, or in a dark corner. You do not need to Conceal in order to Hide. While Hidden, if you perform an action without first Concealing it, those within Skirmishing range can make a free INT: Perception check to detect you and at DM discretion you may no longer be Hidden.
- On a failure (less than 10): You are not hidden; DMs and other players can see and target you normally.
- On a mixed success (10-12): Those within Skirmishing range can make a free INT: Perception check to detect you; if they fail or roll a mixed success equal to or lower than yours, you are hidden from them.
- On a success (13+): You are hidden. You cannot be targeted by attacks (excluding AoE), and can make a sneak attack.
While hidden, your attacks become Sneak Attacks. Sneak Attacks cannot be blocked or evaded, and are made with a +1 bonus to hit. After making a Sneak Attack, you are no longer Hidden. If the target of your Sneak Attack has an opportunity to make an INT: Perception check and succeeds it, your Sneak Attack becomes a normal attack instead.
Maneuvers
There are a number of physical actions that can be initiated during combat - shoving, pushing, grabbing, pulling, etc. These can be used in combat by declaring a Maneuver action on your turn, such as a Maneuver: Shove to shove someone or a Maneuver: Grapple to grab them. Unless listed otherwise, a Maneuver takes one action and requires one free hand. Maneuvers often include making an attack roll to determine if the action is successfully initiated and a subsequent skill contest to determine if the ensuing action is successful. Unless otherwise noted, each of these actions can be blocked and evaded.
Rolling a critical success (10, 10) when initiating a maneuver (on the Unarmed, Whip, etc. roll) results in it automatically succeeding, without prompting a Block or Evade roll and without needing a skill contest.
* Actions marked with Limited can only be used once per turn, and only one Limited ability (including feat abilities) can be used in a turn.
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• Grapple
Roll an Unarmed or Whip attack to Grapple a target. This does not count as an attack to trigger any feats, spells, or damage, but can be evaded and blocked. On a hit, initiate a STR: Athletics or DEX: Finesse contest (each side chooses independently). Should the target lose this contest, they are now grappled.
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• Disarm
While Grappling a target, you may spend an action and make a contested STR: Athletics or DEX: Finesse check to force them to discard one object of your choice from their hand. If a single object is wielded in both hands, it may be disarmed all the same. Successfully disarming immediately ends the Grapple.
Upon rolling higher than the target, you may immediately either:
Discarded items can be retrieved by the target for an action; items taken by disarming cannot be stolen at the end of the scene without the owner's consent. |
• Struggle
As an action while grappled you can make a STR: Athletics or DEX: Finesse check against the grappler's STR: Athletics to break free. You must meet or beat the grappler's roll to succeed.
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• Shove (Limited)
Make an unarmed attack against a target within melee range to shove them, On a hit, you deal unarmed damage and shove them a number of metres (blocks) equal to your STR: Athletics (minimum 2) in a horizontal direction of your choice. A critical roll (10, 10) also knocks the target prone. This movement does not trigger Steadfast Defender or other proximity-based effects.
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• Topple (Limited)
Make an unarmed attack against a target within melee range (a tackle, leg-sweep, etc.). On a hit, deal unarmed damage and initiate a STR: Athletics or DEX: Finesse contest (either can be independently used by the attacker and target). Whoever rolls lower is knocked prone, while neither are affected on an equal outcome.
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• Pull (Limited)
When using a Whip or Meteor Hammer, you may make a limited action attack that does damage and functions as a maneuver. After successfully striking the target, roll a contested STR: Athletics check against them; upon meeting or beating their roll, you may pull them onto the block in front of you. This movement does not trigger Steadfast Defender or similar proximity-based effects.
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Maneuver Outcomes
Some maneuvers, spells, or feats may result in a target being grappled or knocked prone. The circumstances of these outcomes are detailed below.
Prone: When knocked prone, attacks against you gain +1 to hit until the start of your next turn, you cannot move, and you can’t make reaction attacks (e.g. Riposte, Shield Bash, Steadfast Defender). On your turn, you may stand for free, but your base movement is halved (rounded down). If knocked prone on your own turn, you may spend an action to stand immediately and ignore these effects.
Grappled: While Grappled, both you and your grappler take -3 to physical rolls (Attack, Evade, Block, Cast, etc.). Your movement is 0 and you are dragged with your grappler when they move. Melee attacks made against you while Grappled are made with an aim bonus equal to the number of people simultaneously Grappling you (e.g. 2 grapplers = +2). Grapplers may also attempt to use you as a shield with a flat 2d10-1 roll, such that the you take damage from the "blocked" attacks. These effects last until the grapple ends. Should the grappler or grappled target be knocked Prone, the Grapple ends.